CNPC-EpicFight-Addon-CE-1.21.1Neo-V2.0.0.jar
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What's new
CNPC-EpicFight-Addon-CE 1.21.1 Neo V2.0.0 更新日志 / Changelog
说明 / Overview
V2.0.0 修复了 1.21.1 NeoForge 端的远程武器动画与伤害链路问题,并把弓/弩的蓄力时长接入 Custom NPCs 自身的远程射击延迟。 Requires NeoForge 21.1.235 + Epic Fight 21.17.3+.
修复 / Fixes
1. 修复弩空弹同步崩溃 / Fixed crossbow empty-projectile sync crash
[EN] A charged crossbow previously stored an empty item stack, which the ChargedProjectiles stream codec rejects during equipment sync (EncoderException). Now a real projectile is written, taken from the NPC's projectile slot first, falling back to a vanilla arrow.
[中] 修复弩 NPC 蓄能完成后装备同步崩溃。此前充电状态写入空物品栈,ChargedProjectiles 流式编码器无法编码空栈,抛 EncoderException。现改为写入真实弹药:优先取 NPC 弹药槽,无可用弹药时回退原版箭矢。
2. 弓/弩蓄力时长跟随远程射击延迟 / Bow & crossbow charge time driven by NPC ranged delay
[EN] The bow draw time and crossbow charge time now come from the NPC's own ranged cooldown (stats.ranged min delay). Lower it for a faster pull, raise it to slow the animation down. Falls back to the old timing when no ranged stats are readable. [中] 弓的拉弦/蓄力时长和弩的蓄力时长改为读取 NPC 自身远程射击延迟(stats.ranged 最小延迟)。调低远程延迟可加快蓄力,调高则放缓。无远程属性数据时回退原有时长。
3. 力量调零也保留武器伤害 / Weapon damage kept at strength 0
[EN] Confirmed zero-amount hits still flow through Epic Fight's getModifiedBaseDamage, so held-weapon damage is always added even when melee strength is 0. [中] 核实力量调为 0 时,0 点伤害仍会走完整链路进入 Epic Fight 的 getModifiedBaseDamage,武器伤害照常并入,近战斗力为 0 也不会损失武器伤害。
4. 旧存档数据包残留安全处理 / Old-save datapack residue handled safely
[EN] If a datapack entry is removed, NPCs still referencing the old model ID fall back gracefully (no patch, no renderer) instead of crashing. [中] 数据包条目被删除后,旧存档里仍引用该模型 ID 的 NPC 会安全回退(不应用 EP 能力、不渲染),不再崩溃。
构建信息 / Build Info
- jar 文件名:CNPC-EpicFight-Addon-CE-1.21.1Neo-V2.0.0.jar
- 游戏内版本号:2.0.0
- 依赖:NeoForge 21.1.235,Epic Fight >= 21.17.3,Custom NPCs 1.21.1
This mod has no additional files

